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Shakecam #1227

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43 changes: 28 additions & 15 deletions CAM/ShakeCam.md
Original file line number Diff line number Diff line change
@@ -1,6 +1,7 @@
---
ns: CAM
---

## SHAKE_CAM

```c
Expand All @@ -9,22 +10,34 @@ void SHAKE_CAM(Cam cam, char* type, float amplitude);
```

```
Possible shake types (updated b617d):
DEATH_FAIL_IN_EFFECT_SHAKE
DRUNK_SHAKE
FAMILY5_DRUG_TRIP_SHAKE
HAND_SHAKE
JOLT_SHAKE
LARGE_EXPLOSION_SHAKE
MEDIUM_EXPLOSION_SHAKE
SMALL_EXPLOSION_SHAKE
ROAD_VIBRATION_SHAKE
SKY_DIVING_SHAKE
VIBRATE_SHAKE
Possible shake types (updated b3258):
CLUB_DANCE_SHAKE
DAMPED_HAND_SHAKE
DEATH_FAIL_IN_EFFECT_SHAKE
DRONE_BOOST_SHAKE
DRUNK_SHAKE
FAMILY5_DRUG_TRIP_SHAKE
GAMEPLAY_EXPLOSION_SHAKE
GRENADE_EXPLOSION_SHAKE
GUNRUNNING_BUMP_SHAKE
GUNRUNNING_ENGINE_START_SHAKE
GUNRUNNING_ENGINE_STOP_SHAKE
GUNRUNNING_LOOP_SHAKE
HAND_SHAKE
HIGH_FALL_SHAKE
HIGH_SPEED_VEHICLE_SHAKE
JOLT_SHAKE
LARGE_EXPLOSION_SHAKE
MEDIUM_EXPLOSION_SHAKE
PLANE_PART_SPEED_SHAKE
ROAD_VIBRATION_SHAKE
SKY_DIVING_SHAKE
SMALL_EXPLOSION_SHAKE
VIBRATE_SHAKE
```

## Parameters
* **cam**:
* **type**:
* **amplitude**:

- * **cam**:
- * **type**:
- * **amplitude**:
35 changes: 18 additions & 17 deletions TASK/TaskPlayAnimAdvanced.md
Original file line number Diff line number Diff line change
@@ -1,32 +1,33 @@
---
ns: TASK
---

## TASK_PLAY_ANIM_ADVANCED

```c
// 0x83CDB10EA29B370B 0x3DDEB0E6
void TASK_PLAY_ANIM_ADVANCED(Ped ped, char* animDictionary, char* animationName, float posX, float posY, float posZ, float rotX, float rotY, float rotZ, float blendInSpeed, float blendOutSpeed, int duration, Any flag, float animTime, Any p14, Any p15);
void TASK_PLAY_ANIM_ADVANCED(Ped ped, char* animDictionary, char* animationName, float posX, float posY, float posZ, float rotX, float rotY, float rotZ, float blendInSpeed, float blendOutSpeed, int duration, Any flag, float animTime, int rotationOrder, int ikFlags);
```

Similar in functionality to [`TASK_PLAY_ANIM`](#_0xEA47FE3719165B94), except the position and rotation parameters let you specify the initial position and rotation of the task. The ped is teleported to the position specified.

[Animations list](https://alexguirre.github.io/animations-list/)

## Parameters
* **ped**: The ped you want to play the animation
* **animDictionary**: The animation dictionary
* **animationName**: The animation name
* **posX**: Initial X position of the task
* **posY**: Initial Y position of the task
* **posZ**: Initial Z position of the task
* **rotX**: Initial X rotation of the task
* **rotY**: Initial Y rotation of the task
* **rotZ**: Initial Z rotation of the task
* **blendInSpeed**: The speed at which the animation blends in. Lower is slower and higher is faster, 1.0 is normal, 8.0 is basically instant
* **blendOutSpeed**: The speed at which the animation blends out. Lower is slower and higher is faster, 1.0 is normal, 8.0 is basically instant
* **duration**: The duration of the animation in milliseconds. -1 will play the animation until canceled
* **flag**: See [`TASK_PLAY_ANIM`](#_0xEA47FE3719165B94)
* **animTime**: Value between 0.0 and 1.0, lets you start an animation from the given point
* **p14**:
* **p15**:

- * **ped**: The ped you want to play the animation
- * **animDictionary**: The animation dictionary
- * **animationName**: The animation name
- * **posX**: Initial X position of the task
- * **posY**: Initial Y position of the task
- * **posZ**: Initial Z position of the task
- * **rotX**: Initial X rotation of the task
- * **rotY**: Initial Y rotation of the task
- * **rotZ**: Initial Z rotation of the task
- * **blendInSpeed**: The speed at which the animation blends in. Lower is slower and higher is faster, 1.0 is normal, 8.0 is basically instant
- * **blendOutSpeed**: The speed at which the animation blends out. Lower is slower and higher is faster, 1.0 is normal, 8.0 is basically instant
- * **duration**: The duration of the animation in milliseconds. -1 will play the animation until canceled
- * **flag**: See [`TASK_PLAY_ANIM`](#_0xEA47FE3719165B94)
- * **animTime**: Value between 0.0 and 1.0, lets you start an animation from the given point
- * **rotationOrder**: 2 is most common. See [`GET_ENTITY_ROTATION`](#_0xAFBD61CC738D9EB9)
- * **ikFlags**: Inverse kinematics flags. Default is 0.
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